usbtypec's Forum Posts

  • If you want a crosshair, do this instead:

    Add a new Layer, then change the rendering mode to 2D in the layer properties. Or you can just change your already existing UI layer to 2D rendering.

    Then just put the crosshair sprite onto the center of the viewport in the editor.

    Done.

  • You might have to share a screenshot of your events, since I don't know exactly why it isn't working. If the player is spawning the bullets just put Set Angle of Motion - Player.angle for the bullet right after. I can help more with a a screenshot.

    I will say this though: You will not want to make this a big game. Construct's 3D is simply not good enough for full 3D games, so if you want to make big and fleshed out 3D games, I'd recommend other engines such as Unity and Godot.

  • Glad I could help!

  • What do you mean "disappear"? Are you using the Save and Load system actions or another method of saving? We can't really help much without more details...

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  • And to access the file, click the link, then press Download in the top-right since I shared via Google Drive, then go to the editor and on the start page select Open then Project File.

  • Here is the file (Note that when you copy-paste it into your project, replace all mentions of 'value' to whatever you want to shorten, then delete the value variable when all done. Do the same and replace all the mentions of "Text" to whatever text object you want to change.

    BTW to add sub events, you can either right-click or two-finger-click on an event to open a menu, then select "Add sub-event". the quicker way to to press B when you have an event selected. B is the shortcut to adding a blank sub event.

    And no, this event sheet doesn't use any sub events.

    Hope this helps!

  • There is probably a better way to do this, but here is an example: (if you prefer I can probably send the project file)

    also if needed i can explain in more depth if you want.

  • Check out the First Person Platformer example in the Example browser in the engine. It has the events you need to aim the camera like an FPS game.

  • That's the only event you need. Level * 50 will take the player level and do the math for you, you don't need to copy-paste the event. That's all you need. Note that the "Subtract X from Experience" must come before adding 1 to level for this to work properly.

    Unless what you mean is the xp needed rises in a non-linear method, in which case your best bet is Level ^ 2 (or 1.5 for a less steep curve). The ^ just makes it an exponential, meaning it isn't linear but also means a very steep curve after some time.

  • To make an infinite system, you would just need a formula to calculate the xp needed, such as Level*50 (so 50 for lv1, 100 for lv2, etc) And then change the code to this:

    (Note in this example the formula is Level * 50)

    If Experience >= Level * 50:

    Subtract Level * 50 from Experience

    Add 1 to Level

  • You probably already have if you are making a multiplayer game, but have you checked the 4-part multiplayer tutorial by Ashley? That may help a bit.

    I don't think there are a huge amount of multiplayer devs though, given that it is a very hard thing to accomplish. Your best bet is probably one of the more experienced Construct 3 users such as dop2000, lionz, etc.

  • So i was messing around and found out that the Meta Quest 2 can actually run Construct since it has a built-in browser. I haven't tested its capabilities yet, and while it is incredibly unreasonable, it apparently works, since the controller pointers are the same as a mouse.

    Again this is really not practical but it is functional I guess.

  • Yeah it took me a while to find out about Invert, too

    What it does is check if the condition is NOT true. So for example, an Inverted "Sprite is overlapping Enemy" would trigger whenever Player is NOT overlapping Enemy. This is also how you check if a boolean is set to false, since usually "Check if boolean set" only checks if it is true.

  • I think the problem is that "Is Timer Running" can never trigger, since that is what activates the timer in the first place. Try inverting it (Right click then choose Invert or press I on the condition)